International Simulation and Gaming Association

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The International Simulation and Gaming Association (ISAGA) is an international organization for scientists and practitioners who develop and use simulation, gaming (in the meaning of learning games) and related methodologies: role-play, structured experiences, policy exercises, computer simulation, play, virtual reality, game theory, debriefing, experiential learning, and active learning. Gambling is expressly excluded from the interests of the organization. [1]

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Multimedia is a form of communication that combines different content forms such as text, audio, images, animations, or video into a single presentation, in contrast to traditional mass media, such as printed material or audio recordings. Popular examples of multimedia include video podcasts, audio slideshows, animated shows, and movies.

Simulation

A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Often, computers are used to execute the simulation.

Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however Educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games. As educators, governments, and parents realize the psychological need and benefits that gaming has on learning, this educational tool has become mainstream. Games are interactive play that teach us goals, rules, adaptation, problem solving, interaction, all represented as a story. They satisfy our fundamental need to learn by providing enjoyment, passionate involvement, structure, motivation, ego gratification, adrenaline, creativity, social interaction and emotion in the game itself while the learning takes place.

A simulation video game describes a diverse super-category of video games, generally designed to closely simulate real world activities.

World Game, sometimes called the World Peace Game, is an educational simulation developed by Buckminster Fuller in 1961 to help create solutions to overpopulation and the uneven distribution of global resources. This alternative to war games uses Fuller's Dymaxion map and requires a group of players to cooperatively solve a set of metaphorical scenarios, thus challenging the dominant nation-state perspective with a more holistic "total world" view. The idea was to "make the world work for 100% of humanity in the shortest possible time through spontaneous cooperation without ecological damage or disadvantage to anyone," thus increasing the quality of life for all people.

Roleplay simulation is an experiential learning method in which either amateur or professional roleplayers improvise with learners as part of a simulated scenario. Roleplay is designed primarily to build first-person experience in a safe and supportive environment. Roleplay is widely acknowledged as a powerful technique across multiple avenues of training and education.

Leonard Suransky

Leonard Suransky is a South African doctor of International Relations and Education and is the former Head of the Department of International Relations at Webster University in Leiden, Netherlands.

Business simulation is simulation used for business training, education or analysis. It can be scenario-based or numeric-based.

Business simulation game

Business simulation games, also known as economic simulation games or tycoon games, are games that focus on the management of economic processes, usually in the form of a business. Pure business simulations have been described as construction and management simulations without a construction element, and can thus be called management simulations. Indeed, micromanagement is often emphasized in these kinds of games. They are essentially numeric, but try to hold the player's attention by using creative graphics. The interest in these games lies in accurate simulation of real-world events using algorithms, as well as the close tying of players' actions to expected or plausible consequences and outcomes. An important facet of economic simulations is the emergence of artificial systems, gameplay and structures.

A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress". The idea shares aspects with simulation generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of fun and competition.

A simulation game is "a game that contains a mixture of skill, chance, and strategy to simulate an aspect of reality, such as a stock exchange". Similarly, Finnish author Virpi Ruohomäki states that "a simulation game combines the features of a game with those of a simulation. A game is a simulation game if its rules refer to an empirical model of reality." A properly built simulation game used to teach or learn economics would closely follow the assumptions and rules of the theoretical models within this discipline.

Medical simulation

Medical simulation, or more broadly, healthcare simulation, is a branch of simulation related to education and training in medical fields of various industries. Simulations can be held in the classroom, in situational environments, or in spaces built specifically for simulation practice. It can involve simulated human patients – artificial, human or a combination of the two, educational documents with detailed simulated animations, casualty assessment in homeland security and military situations, emergency response, and support virtual health functions with holographic simulation. In the past, its main purpose was to train medical professionals to reduce error during surgery, prescription, crisis interventions, and general practice. Combined with methods in debriefing, it is now also used to train students in anatomy, physiology, and communication during their schooling.

Business game refers to simulation games that are used as an educational tool for teaching business. Business games may be carried out for various business training such as: general management, finance, organizational behaviour, human resources, etc. Often, the term "business simulation" is used with the same meaning.

Pax Ludens is a non-profit organization specialized in training and research on international conflict and crisis management. The mission of the organization is to help future decision makers tackle complex international political dynamics and excel in conflict management. The core activities are described as the design and execution of seminars and simulation exercises based on real and current case studies in the field of International Relations and conflict resolution. The programs offered challenge participants to explore various international political conflict scenarios and deal with crisis and conflict situations as events unfold.

In business, training simulation is a virtual medium through which various types of skills can be acquired. Training simulations can be used in a variety of genres; however they are most commonly used in corporate situations to improve business awareness and management skills. They are also common in academic environments as an integrated part of a business or management course.

Project team builder (PTB) is a project management simulation tool developed for training and teaching the concepts of project management and for improving project decision making. A number of published books and academic papers are based on the PTB and its predecessors. The PTB won the Project Management Institute Professional Development Product of the Year Award. The PTB is used in universities and business organizations around the world. The simulator is based on an approach that separates the simulation engine from the scenario editor and allows each user to simulate any project. The simulation engine simulates the dynamic stochastic nature of modern projects. The design of the PTB supports the system engineering approach to Problem solving as each scenario presents the requirements, the alternatives that can be selected and the constraints imposed on the solution. The user has to trade off the cost, schedule, risk, and benefits to the stake holders and to find a feasible, robust, good solution for the scenario. The solution is then simulated by the simulation engine while the trainee exercises monitoring and control throughout the execution. A planned project can be simulated using Monte Carlo simulation. This is done in automatic mode and shows the probability to finish the project at any time period or at any cost. Furthermore, based on the Monte Carlo simulation the probability of each activity to be on the critical path is estimated. The Monte Carlo analysis supports risk analysis and decision making. Another characteristic of the simulator is the ability to save points in the history of each run for future analysis or even for testing a different solution from any of the points saved.

PhET Interactive Simulations Company

PhET Interactive Simulations, a project at the University of Colorado Boulder, is a non-profit open educational resource project that creates and hosts explorable explanations. It was founded in 2002 by Nobel Laureate Carl Wieman. PhET began with Wieman's vision to improve the way science is taught and learned. Their stated mission is "To advance science and math literacy and education worldwide through free interactive simulations."

In computer science, Monte Carlo tree search (MCTS) is a heuristic search algorithm for some kinds of decision processes, most notably those employed in software that plays board games. In that context MCTS is used to solve the game tree.

Friday Night at the ER

Friday Night at the ER is an experiential team-learning game. Played on game boards at tables with four players per board, each gameplay session is followed by a detailed debriefing in which participants relate the simulation experience to their own work and gain insights for performance improvement.

Marketing simulation games provide participants with an interactive method of testing out marketing decisions in an environment which is virtual or which has game characteristics. Common game topics belong to categories such as: marketing strategy, product positioning, pricing strategies, consumer behaviour. Marketing games usually focus on the marketing landscape of a certain business industry or a company. A marketing simulation game usually contains a number of scenarios and provides participants with results in response to their decisions.

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